/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef __SHADER_H__
#define __SHADER_H__

#ifdef WITH_OSL
/* So no context pollution happens from indirectly included windows.h */
#  include "util/util_windows.h"
#  include <OSL/oslexec.h>
#endif

#include "render/attribute.h"
#include "kernel/kernel_types.h"

#include "graph/node.h"

#include "util/util_map.h"
#include "util/util_param.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_types.h"

CCL_NAMESPACE_BEGIN

class Device;
class DeviceScene;
class DeviceRequestedFeatures;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;

enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM };

/* Keep those in sync with the python-defined enum. */
enum VolumeSampling {
  VOLUME_SAMPLING_DISTANCE = 0,
  VOLUME_SAMPLING_EQUIANGULAR = 1,
  VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,

  VOLUME_NUM_SAMPLING,
};

enum VolumeInterpolation {
  VOLUME_INTERPOLATION_LINEAR = 0,
  VOLUME_INTERPOLATION_CUBIC = 1,

  VOLUME_NUM_INTERPOLATION,
};

enum DisplacementMethod {
  DISPLACE_BUMP = 0,
  DISPLACE_TRUE = 1,
  DISPLACE_BOTH = 2,

  DISPLACE_NUM_METHODS,
};

/* Shader describing the appearance of a Mesh, Light or Background.
 *
 * While there is only a single shader graph, it has three outputs: surface,
 * volume and displacement, that the shader manager will compile and execute
 * separately. */

class Shader : public Node {
 public:
  NODE_DECLARE

  int pass_id;

  /* shader graph */
  ShaderGraph *graph;

  /* sampling */
  bool use_mis;
  bool use_transparent_shadow;
  bool heterogeneous_volume;
  VolumeSampling volume_sampling_method;
  int volume_interpolation_method;

  /* synchronization */
  bool need_update;
  bool need_update_geometry;
  bool need_sync_object;

  /* If the shader has only volume components, the surface is assumed to
   * be transparent.
   * However, graph optimization might remove the volume subgraph, but
   * since the user connected something to the volume output the surface
   * should still be transparent.
   * Therefore, has_volume_connected stores whether some volume subtree
   * was connected before optimization. */
  bool has_volume_connected;

  /* information about shader after compiling */
  bool has_surface;
  bool has_surface_emission;
  bool has_surface_transparent;
  bool has_volume;
  bool has_displacement;
  bool has_surface_bssrdf;
  bool has_bump;
  bool has_bssrdf_bump;
  bool has_surface_spatial_varying;
  bool has_volume_spatial_varying;
  bool has_object_dependency;
  bool has_attribute_dependency;
  bool has_integrator_dependency;

  /* displacement */
  DisplacementMethod displacement_method;

  /* requested mesh attributes */
  AttributeRequestSet attributes;

  /* determined before compiling */
  uint id;
  bool used;

#ifdef WITH_OSL
  /* osl shading state references */
  OSL::ShaderGroupRef osl_surface_ref;
  OSL::ShaderGroupRef osl_surface_bump_ref;
  OSL::ShaderGroupRef osl_volume_ref;
  OSL::ShaderGroupRef osl_displacement_ref;
#endif

  Shader();
  ~Shader();

  /* Checks whether the shader consists of just a emission node with fixed inputs that's connected
   * directly to the output.
   * If yes, it sets the content of emission to the constant value (color * strength), which is
   * then used for speeding up light evaluation. */
  bool is_constant_emission(float3 *emission);

  void set_graph(ShaderGraph *graph);
  void tag_update(Scene *scene);
  void tag_used(Scene *scene);
};

/* Shader Manager virtual base class
 *
 * From this the SVM and OSL shader managers are derived, that do the actual
 * shader compiling and device updating. */

class ShaderManager {
 public:
  bool need_update;

  static ShaderManager *create(Scene *scene, int shadingsystem);
  virtual ~ShaderManager();

  virtual void reset(Scene *scene) = 0;

  virtual bool use_osl()
  {
    return false;
  }

  /* device update */
  virtual void device_update(Device *device,
                             DeviceScene *dscene,
                             Scene *scene,
                             Progress &progress) = 0;
  virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;

  void device_update_shaders_used(Scene *scene);
  void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
  void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);

  /* get globally unique id for a type of attribute */
  uint get_attribute_id(ustring name);
  uint get_attribute_id(AttributeStandard std);

  /* get shader id for mesh faces */
  int get_shader_id(Shader *shader, bool smooth = false);

  /* add default shaders to scene, to use as default for things that don't
   * have any shader assigned explicitly */
  static void add_default(Scene *scene);

  /* Selective nodes compilation. */
  void get_requested_features(Scene *scene, DeviceRequestedFeatures *requested_features);

  static void free_memory();

  float linear_rgb_to_gray(float3 c);

  string get_cryptomatte_materials(Scene *scene);

 protected:
  ShaderManager();

  typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
  AttributeIDMap unique_attribute_id;

  static thread_mutex lookup_table_mutex;
  static vector<float> beckmann_table;
  static bool beckmann_table_ready;

  size_t beckmann_table_offset;

  void get_requested_graph_features(ShaderGraph *graph,
                                    DeviceRequestedFeatures *requested_features);

  thread_spin_lock attribute_lock_;

  float3 xyz_to_r;
  float3 xyz_to_g;
  float3 xyz_to_b;
  float3 rgb_to_y;
};

CCL_NAMESPACE_END

#endif /* __SHADER_H__ */
